Comments

Commented 1 month ago2024-03-17 14:32:27 UTC in journal: GUYS I FIGURED IT OUT Comment #106069
That's crazy
Commented 1 month ago2024-03-17 14:30:10 UTC in vault item: Damnation Comment #106068
8.0/10
Architecture — 9
Texturing — 8
Ambience — 9
Lighting — 7
Gameplay — 7

QUICK REVIEW

Architecture: As a non mapper I can say that this seems like really good brushwork to me. Not as detailed as the new maps, more similar to the Vanilla maps. But that's the point of the contest isn't it? I really can't find something to criticize.

Texturing: Mostly the same as the architecture. There are some textures that are used a little too often in the map but overall I have to say there is not much to critize about this.

Ambience: Sound design is chosen quite well, with the wind blowing. Very fitting with the skybox and general setting of the map. Also, the car's engine makes it's own ambient sound which is quite appreciatable. Perfect for this map, although the wind gets a bit annoying after a while. But that shouldn't be a problem while playing.

Gameplay: Can't really say much about this as I didn't get to test it with people, but traversing the map felt very fluid (I guess), and I imagine this map probably plays well.

Overall, this is a really nice map, that I would definitely play in deathmatch.
Commented 1 month ago2024-03-15 21:01:28 UTC in journal: Gu n :D Comment #106067
I can't possibly imagine Barney saying that :hammer:
Commented 1 month ago2024-03-15 17:49:28 UTC in vault item: TimeWarp City Demo 1.0 Comment #106066
Timesplitters?
Commented 1 month ago2024-03-15 14:54:23 UTC in vault item: DM_WEEDFORT Comment #106065
Looks like the best map theme possible
Commented 1 month ago2024-03-15 14:33:03 UTC in journal: This is an unbelievably good Journal my friends Comment #106064
wasd

blackmesascientist

Very good journal 10/10
Commented 1 month ago2024-03-14 18:42:47 UTC in vault item: dm_perthowned Comment #106063
Fantastic work of art!
Commented 1 month ago2024-03-12 10:22:08 UTC in wiki page: func_pushable Comment #106062
Just to answer that age-old question that has been left unanswered for so long here:

The Hull Size (size) determines which of the three cliphulls to test its own collisions against.
This is why a big pushable using HULL1 or HULL3 might be clipping into world geometry when pushed around.
("Am I colliding with the world?" from the pushable's perspective).

This isn't the same sort of collisions as when a player is touching/climbing the pushable, in which case it's the player testing collisions against the pushable's own cliphulls, which are similar to its shape regardless of size.
("Am I colliding with the pushable?" from the player's perspective).
Commented 1 month ago2024-03-11 14:22:23 UTC in wiki page: func_pendulum Comment #106061
Just posting it here as well for convenience:

Linear Pendulum trick

If you want to simulate a linear pendulum (e.g. a weight on a spring that bobs up-and-down or side-to-side) you can do so by placing the ORIGIN brush at a distance far away from the pendulum.
To find the values to be given to the func_pendulum for a given length of oscillation you can use the equation
A = 2 × sin⁻¹(h / d)
User posted image
where h is how far from the center the pendulum should oscillate (half the total distance),
d is how far the center of the ORIGIN is from the center of the pendulum,
and A is the resulting angle we will use for Distance (distance).

To make sure it oscillates properly we also need to set negative half A to Pitch Yaw Roll (angles) in the appropriate axis.
As for the Speed (speed) you'd want a value that's near A, otherwise it'll move too fast (as the origin is so far away, small changes in the angle results in great changes in position of the pendulum).

As an example, let's say we have a pendulum we want to move up-and-down by 32 units in the Y/Z plane. We create our pendulum and set the ORIGIN brush to be 7300 units away along the Y axis and we use the equation to find A = 2 × sin⁻¹(32 / 7300) ≈ 0.5°.
So for our func_pendulum we set Distance to 0.5, Pitch Yaw Roll to 0 0 -0.25, Speed to 0.2, and we set the Start on and X-axis flags.
Note:
Make sure to set your calculator to use degrees, not radians
Commented 1 month ago2024-03-11 10:21:45 UTC in poll: New Poll? Comment #106060
Have we had a poll for favourite TFC class yet?
Commented 1 month ago2024-03-11 06:35:21 UTC in vault item: Bored Comment #106059
I found a server that has cardboard maps, just not this exact map. High probability it's using textures from this map. Very cool concept overall. I just wish more servers host cool maps.
Commented 1 month ago2024-03-11 06:29:57 UTC in vault item: DM_WEEDFORT Comment #106058
If somebody's hosting this make sure to replace HEV charging sounds with bong bubbling sounds!
Commented 1 month ago2024-03-10 20:15:28 UTC in poll: New Poll? Comment #106057
lights.rad, info_texlights, or light_surface?
Commented 1 month ago2024-03-10 16:35:32 UTC in wiki page: target_cdaudio Comment #106056
Fun fact: Track 1 is unassigned because on the original HL CD track 1 is the data part of the CD. Track 1 is Half-Life.
Commented 1 month ago2024-03-10 12:41:05 UTC in vault item: dm_deltalabs Comment #106055
Very neatly.
In some parts of the map, quite empty.
I would suggest considering the option of using luminous textures instead of lights (imho - more realistic lighting).
Commented 1 month ago2024-03-10 09:51:39 UTC in poll: New Poll? Comment #106054
Best level editor: JACK, Sledge, Hammer, TrenchBroom.

Or I dunno... favourite soup
Commented 1 month ago2024-03-10 00:07:59 UTC in wiki page: Tutorial: Coding Fog Comment #106053
@FranticDreamer
That is not true, latest version of HL engine still uses Legacy GL functions but has shader compatibility. The reason why this tutorial doesn't work is that the shaders DON'T know if glEnable(GL_FOG) is run, it just is impossible. To make this tutorial work, theoretically you should replace glEnable(GL_FOG) with something like glUniform1i(glGetUniformLocation(SHADERID, "fogEnabled"), (int)true) but I have ZERO clue on how to find SHADERID atm.
There is also an alternative method, you will have to modify the shader code for your mod though; which should be in "Half-Life/platform/gl_shaders/fs_world.frag". Replace uniform bool fogEnabled with layout(location = 0) uniform bool fogEnabled. Now go back into your code and replace every glEnable(GL_FOG) with glUniform1i(0, (int)true) and obviously replace every glDisable(GL_FOG) with glUniform1i(0, (int)false).
(And yes, I don't know how to reply lol)
Commented 1 month ago2024-03-09 21:53:37 UTC in vault item: DM_WEEDFORT Comment #106052
10.0/10
Architecture — 10
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 10

Massive, complex, and creative deathmatch map. Had to talk myself down from stealing it and slapping my own name on it.
Commented 1 month ago2024-03-09 14:07:16 UTC in journal: GUYS I FIGURED IT OUT Comment #106051
Or you can surf on it!
Commented 1 month ago2024-03-09 11:03:12 UTC in journal: GUYS I FIGURED IT OUT Comment #106050
sometimes the slope is too steep but dont worry you can stand on the vertical walls underneath you
Commented 1 month ago2024-03-09 11:03:06 UTC in journal: GUYS I FIGURED IT OUT Comment #106049
sometimes the slope is too steep but dont worry you can stand on the vertical walls underneath you
Commented 1 month ago2024-03-08 21:05:41 UTC in journal: Pathos Engine public release Comment #106048
It's in the git repo folder "pathos/sources/codesrc".
Commented 1 month ago2024-03-08 16:37:58 UTC in journal: Pathos Engine public release Comment #106047
Okay. Maybe. But where's the source code?
Commented 1 month ago2024-03-07 22:37:18 UTC in journal: Pathos Engine public release Comment #106046
I don't really have the time to make such changes, as I'm developing a game, and I have a job. I'm afraid someone else will have to do that. Hell, maybe it could be you.
Commented 1 month ago2024-03-07 21:39:49 UTC in poll: New Poll? Comment #106045
It sure do cause torture, but personally I wouldn't consider the recorder to count as a proper instrument, Oskar :p
Commented 1 month ago2024-03-07 19:43:10 UTC in journal: Pathos Engine public release Comment #106044
Can you make a MacOS version of the engine?

Or better yet.
Join the Xbox homebrewing scene and make a build for the original Xbox!
Commented 1 month ago2024-03-07 17:43:31 UTC in poll: New Poll? Comment #106043
I have no idea what about, but a new poll would be great.
Commented 1 month ago2024-03-06 22:35:15 UTC in journal: Pathos Engine public release Comment #106042
Gratz!
Commented 1 month ago2024-03-06 18:58:31 UTC in poll: New Poll? Comment #106041
Do instruments of torture count?
Commented 1 month ago2024-03-06 18:47:45 UTC in poll: New Poll? Comment #106040
Since there had been talks about it in the Discord lately, how about a poll about if we play any instruments? 🙂
Commented 1 month ago2024-03-06 10:30:36 UTC in poll: New Poll? Comment #106039
Who's your favourite fictional duck?
Commented 1 month ago2024-03-06 07:21:00 UTC in journal: Pathos Opensourcing Project Comment #106038
@Meerjel01:
The logic itself is mostly the same, but I did refine the graph generation code as much as possible.

@Admer456:
I use the MIT license for Pathos. The headers for the model format are available, along with the actual render code. I personally am not thrilled at the idea of adding support for another model format, but who knows? Maybe future forks will do that.
Commented 1 month ago2024-03-06 03:37:03 UTC in wiki page: Tools and Resources Comment #106037
I edited in the note panel on Wally, after seeing one too many cries for help on textures being wrong in game due to the use of Wally. I hope it's not too patronizing.
Commented 1 month ago2024-03-05 21:21:46 UTC in vault item: The Stupendous Quest of the Annoying Microwave Comment #106036
Peaceful adventure
Commented 1 month ago2024-03-05 21:12:12 UTC in vault item: Gordon Freeman Slav Holiday Comment #106035
Nice screensaver
Commented 1 month ago2024-03-05 19:38:09 UTC in vault item: 2024 Exercise #6: Combat Comment #106034
Thanks! Yeah, I couldn't come up with any reasonable objects to put in the centre of the plaza and by that I was too far along to change the theme (that's why you dev texture first, past me!) so the cover is a little lacking, I admit.
Commented 1 month ago2024-03-05 18:42:53 UTC in vault item: Find the way out Comment #106033
Very good nicely detailed small map. Has some surprises. As others mentioned, the ending should contained fade to black effect, it was sudden.
Commented 1 month ago2024-03-05 17:51:01 UTC in journal: Pathos Opensourcing Project Comment #106032
How much progress did you do with the A Star pathfinding in the engine? Kinda curious.
Commented 1 month ago2024-03-05 17:18:57 UTC in journal: Pathos Opensourcing Project Comment #106031
I'm def. looking forward to playing around with it when it gets released, doing some experiments and whatnot. Maybe I'd even port my real-time moss mod to it. My only hope is that Pathos will be licenced under something permissive like Apache-2.0, BSD3 or MIT.

Honestly the model format isn't a huge deal. If we get the headers for it, someone else can fork TrenchBroom and add support. An alternative is to add GLTF support to the engine, something I'd probably be willing to do, and TrenchBroom would then automatically be supported. J.A.C.K. isn't exactly a custom Hammer binary BTW, it's a Qt project likely built from the ground up.
Commented 1 month ago2024-03-04 16:55:44 UTC in wiki page: func_hostage_rescue (Counter-Strike) Comment #106030
-func_hostage_rescue cannot be toggled on/off
-hostages need to be both used by players (+use) and be in rescue zone to be actually rescued
Commented 1 month ago2024-03-04 15:56:20 UTC in vault item: Find the way out Comment #106029
Yes there is only one rat, I forgot about it
Commented 1 month ago2024-03-04 15:56:19 UTC in vault item: Find the way out Comment #106028
Yes there is only one rat, I forgot about it
Commented 1 month ago2024-03-04 06:47:47 UTC in vault item: Find the way out Comment #106027
I liked the map, but yeah, if that was the ending, next time at least give it a fade to black. Is there only one rat?
Commented 1 month ago2024-03-04 03:40:25 UTC in vault item: Find the way out Comment #106026
Cool map, I like it. I wish it was a little longer - I was thinking that I was moving towards the big action, but the map suddenly ended.
I lost a bit of health when I jumped in the pipe, the height of the drop is too big. It's better to either place some water at the bottom or make a slide to break the fall. Unavoidable damage sucks.
Commented 1 month ago2024-03-04 00:39:33 UTC in vault item: 2024 Exercise #6: Combat Comment #106025
Just gave the level a try and it was a cool experience. I liked the various enemy types, the different entry points for them, as well as the friendly AI that came in. The environmental hazards added a nice challenge when navigating the map. One thing to maybe make the map a little more interesting to play in is having some sort of structure in the middle. Something to block off enemies from directly jumping/shooting at you. Maybe you can climb up it? A few more cover pieces for the combine soldiers to hide behind (or me) would have been nice too! Good job, keep it up! :)
Commented 1 month ago2024-03-02 13:53:29 UTC in vault item: 2024 Exercise #6: Combat Comment #106024
Thank you!
Commented 1 month ago2024-03-02 08:22:42 UTC in wiki page: Vlatitude: Multi_manager Tutorial Comment #106023

Addendum

To trigger the same target multiple times, subsequent keys should be suffixed with #N where N is a number. This is simply because key names need to be unique to be exported to .map properly. The game code drops the suffixes when reading the entity keyvalues.
Example:
Key Value
boop 0.01
boop#1 0.5
boop#2 0.9
boop#3 1.2
boop#4 1.4
boop#5 1.5
All of these target boop.
Commented 2 months ago2024-02-29 23:52:12 UTC in wiki page: Tutorial: Making textures with WadMaker Comment #106022
By setting your canvas to multiples of 16 when you start.
If you're already past that then resize to multiples of 16.
Protip: use a calculator. ;)
Commented 2 months ago2024-02-29 11:29:00 UTC in vault item: Xen and Military Invasion Update! - The Rimpository v1.06 Comment #106021
these prefabs will be so useful, thanks!
Commented 2 months ago2024-02-29 02:12:05 UTC in vault item: Map By Blues Comment #106020